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Posts
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Quote:I have ridded you of it.I found this in an enhancement table of a base I rarely use and it's lvl 20. No idea why, I only use lvl 10 ones so just wanna get rid of this.
2 bill, pretty cheap atm - only glad's armor +def on WW at the time of writing.
As said it's crafted, it's lvl 20 and it's on WW. Please rid me of it. -
And in top tier Regen builds for solo challenge play, we're still seeing very competitive survivability numbers on paper. Probably best with Katana or Broad Sword, but John Printemps calculated very good numbers for a Claws/Regen as well. Actually ACHIEVING that on-paper performance is always a challenge with Regeneration, but some people can pull it off. (And I'm not saying I could personally pull it off - it's probably been a year or more since I've used my Katana/Regen to my build's potential, and my I12/I13ish build has less than half the survivability you can get these days.)
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Quote:Put me down for this one.
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You don't need Resilience for its disorientation protection, though as I recall (been a long time since I've played my Regen), it's enough to protect you from disorientation when you rez, and I believe I've heard enough with Integration to protect from Romulus when he rezzes.
That's not why you take it, though. You take it because you want what resistance you can get so that you're not quite as fragile, to buy you that extra fraction of a second when reaching for one of your clicks. It's not so good that you can't skip it, but I'd take it. It would only get slots if I was swimming in them, though. Put your Steadfast Protection there like PleaseRecycle says and call it good. -
Quote:A bit. 5% to hit becomes 0.25% to hit. One hit in 20 becomes one hit in 400.I'd like to see Elude changed to maybe half the defense value (enough to softcap even just on an SO build) but with a forced to hit reroll on enemies that actually land a successful hit.
And then change the power to an uptime/recharge and lower crash value similar to SoW or OWTS.
Maybe that's overpowered? -
Quote:Ah, OK. That's a fair complaint. I know I tried probably a couple dozen times to start a RWZ challenge from a face plant. I was using a top tier wakie since I didn't have Revive. I was never able to click Moment of Glory fast enough to stay on my feet. That WAS a RWZ challenge spawn, though, so +4 with 3 bosses, the works. I'd think you'd be OK in most spawns. On the other hand, if it killed you in the first place, it was probably pretty nasty. And yeah, I'm not sure why Regen's rez should be so much worse than others.I believe halfflat's point is that if you use Revive, you are killed while it is still animating. No time to animate MoG or anything else for that matter. Revive should have 15s of true invulnerability (Untouchable) like the real T9 rezzes do - you know, on top of having a nice secondary effect.
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For everyone finding Super Reflexes to be squishy, have you left it as a one-trick pony? Yes, if you hit the soft cap while doing nothing else to improve your survivability, you won't be great. Add hit points, Tough, and a heal or massive regeneration and you should find that it's not even close to squishy.
Here's mine taking on an AV with no temps no insps while surrounded by a spawn of 15 L52 Nemesis. This particular fight was also a lesson in just how useful the passive resistances could be, even when fighting an AV. This was in I13 I believe. I'd be significantly more survivable if I rebuilt for I20. How tough does a set need to be to not be referred to as squishy? -
#1: While I agree that the set should have -regen resistance, Regen hardly has only one trick. Reconstruction is a heal, not regeneration. Dull Pain is a heal, and having huge hit points helps even when you're not regenerating. Moment of Glory is defense and resistance. To this you can add Tough, good defense, and Shadow Meld. There's no reason for having your regeneration shut off being a death sentence.
#2: I'm guessing that Moment of Glory should be your go to power right after clicking Revive. Fifteen seconds of invincibility should give you time to toggle up and be back in the fight. I wouldn't know because I never took Revive. I prefer spending my power picks on powers that keep me from dying in the first place, though I mostly solo so I have a lot of control over strategy, pacing and difficulty level that I wouldn't have on a team.
As for Regen being a clicky, reactive set, very different from its origins, you're right. Now, what exactly do you mean when you say "Let's see it fixed"? You want all the clicks to be toggles or something? Maybe you want -recharge resistance, since you complain about -recharge? -
Quote:Super Reflexes has scaling resistance, which I think is much more helpful than most people realize. It's not that great against AV-sized hits, but it's quite good for most of the game. Add a bunch of hit points, pick up Tough, have high regeneration or a spam heal to keep your hit points topped up, and stop worrying about the random number generator.Super Reflexes is only good if you don't get hit. If anything DOES hit you, you're crazy squishy.
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Remember, SR's high defense is only good if you're lucky--if the RNG hates you, then all your time is spent in the dirt... but if you've got resistance, it doesn't matter how much the RNG hates you.
I don't consider Shield's resistance to be any better, though the hit points are nice. The main thing going for Shields is the damage output, not any additional survivability over Super Reflexes.
I'm not denying the utility of soft capping a resistance set, or that Super Reflexes can't have a bad day when the RNG hates you, but a well-built Super Reflexes isn't nearly so subject to the whims of the RNG as is perhaps commonly believed. -
Quote:Agreed. As I said earlier in the thread, "Dual Blades, though, has a cone as part of its DPS chain, which is an advantage for taking down whole spawns, so I'd say it puts out more damage in practice."In my experience, where DB jumps ahead of those other sets isn't just the DPS of the top attack chain... it's the fact that the big hitter in DB's chain (sweeping strikes) is a 90 degree cone.
It's a slippery slope to the more AoE-centric sets, but since it equals Katana's single-target DPS, the AoE is pretty much for free. -
You're right. My bad. I'd scrolled down too far in my spreadsheet and was looking at the numbers for a different Dual Blades chain - Blinding Feint -> Sweeping Strike -> Ablating Strike. In fact, I think Dual Blades gets slightly better out of the -resist procs with the DPS chain. If my spreadsheet has the timing right, Dual Blades gets a stack of four Achilles' Heel chances on every attack, while Katana drops to three on Gambler's Cut. Negligible difference either way.
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Quote:Oops, sorry, yes, Musculature would add more than Spiritual. But we could add Musculature to Katana as well to even things up. Also, it's going to be easier to get away with Musculature on Katana since it doesn't need the recharge as much (not that you can't pull off extreme recharge with Dual Blades and keep Musculature).That's strange, Musculature gives me more DPS than Spiritual does. Did you use the build I posted? It has more recharge than the Katana one.
I was using a couple builds of my own. -
Quote:Good point. I wouldn't personally like being stuck with "only" 200% extra regeneration for a minute with no heal except greens, but that much regeneration DOES go a really long way when nothing can hit you. A number of people have done all the usual dangerous stuff using just passive regeneration on a Super Reflexes, and that was before Rebirth. So yeah, Rebirth is plenty for most things most of the time.You don't even need Aid Self anymore if you take Rebirth(radial).
Quote:And yeah, Katana is great but DB does more damage over time. What I recently noticed thanks to you is how much DPS gets lowered due to the cast time of powers like BU. The extra cast time every 30 seconds or so is something that DB is unhindered by, making its already superior DPS even better.
Both should benefit about the same from Interface, as both top chains put out four attacks in 4.5 seconds. The Katana chain gets a little more -resistance than the Dual Blades chain, so probably gets a hair more out of Interface damage, but it's hardly a deciding factor.
Maybe I should say more about front-loading damage. A long time ago, I was comparing a Broad Sword build to a Dual Blades build. I'm kind of making up numbers since I don't remember exactly, but I think the Broad Sword build did around 175 DPS, and the Dual Blades build did around 225 DPS. The thing is, Broad Sword was ahead on damage for the first 15 or so seconds of the fight despite a 50 DPS deficit. If we're talking about a mere 7 DPS deficit, I think we'd find that the Katana damage is ahead of Dual Blades for a very long time indeed. Front loaded damage is also better at taking out threats in a spawn, improving survivability.
In practice, though, it would probably be pretty hard to notice the difference just based on performance. Both would tear through spawns quickly. Both would eliminate dangerous mobs quickly.
Actually, it's kind of shocking to me how well-balanced power sets remain even with top end builds. I know the devs have had seven years to iron all this out, but I'm still impressed. -
Dark Melee is a great choice for survivability due to the heal. But these days it's easier than ever to add Aid Self to a build, so that's a practical alternative much of the time if you can stomach the tricorder. I like that Dark Melee's heal is non-interruptable and doesn't interrupt your attacks. On the other hand, you need a target, and it has to hit.
I like Dual Blades, but also for consideration is Katana, which pumps out equivalent DPS at lower recharge, freeing up other aspects of your build, plus Build Up means the damage is more front-loaded. Divine Avalanche can also make for smoother leveling. Dual Blades, though, has a cone as part of its DPS chain, which is an advantage for taking down whole spawns, so I'd say it puts out more damage in practice.
But then, if you want to take spawns apart quickly, you can always go with something like Spines or Electric.
Really, one nice thing about Super Reflexes is that as long as you're willing to take Aid Self, it doesn't need anything from the primary, and you can pretty much pick whatever primary satisfies your other goals for the build. -
Quote:I'm calculating 241 DPS with Musculature down, 269 DPS with it up. The 242 DPS I reported for the build I fiddled with was with Musculature down, so the numbers are basically identical, and the builds are very similar.It's a build, so no pylon run, and my DPS calculations likely differ from yours. Here's the build, maybe you can get better numbers from it:
Here's the spreadsheet if you want to see how I calculated it. The example damage formula at the top was from an earlier Claws build, and I'm being lazy by not changing it to this one, but hopefully it's clear how I'm calculating damage based on that.
But anticipating a comment, I agree that the lower numbers don't invalidate the point you were making (as I would surely calculate Kinetic Melee lower as well), and I'm not trying to argue for either side here. Although the debuff procs won't have had a chance to add up in the initial period of the fight, Build Up should have your damage pretty high during that period, and you'll likely at least take out a boss.
I don't feel like calculating the Kinetic Melee build for comparison, though, so for all I know it's better. Anyone else feel free to have at it. -
When I don't play melee, I like Blasters. I didn't like my Dominator, even if I somehow got to 50. I didn't care for Warshades or Peacebringers, though I never got one to a high level. I've never even tried a Defender or Controller. I might like Corrupters, but haven't rolled one yet. I can't see playing a Mastermind - I hate the AI enough already.
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Regen isn't the secondary everyone lusts after these days, but just because you can't or shouldn't soft cap a set doesn't mean it sucks. Soft capping is great, but it's not the only way to stay alive. I feel kind of bad about this, because I've been a soft-cap evangelist for years, but now I think the message has been taken too far.
Recharge is handled in several primary ways:
- high recharge in your important click powers
- Hasten
- lots of recharge set bonuses
- Spiritual Core Paragon in your Alpha slot (which also boosts all healing and regeneration powers)
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Depends on what you mean by jack of all trades, I guess. You can use it as a defense machine, and I do think that's when it shines the most. But if you don't need the defense, you can turn it into a DPS machine. And though hardly great, it has passable AoE if you take both attacks, and you could back that up with something like Fire Ball if you wanted. It has burst damage fairly well covered since it uses a Build Up power instead of a Follow Up power. So it can meet a handful of survival and damage requirements. The same could be said of many primaries, though.
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On a Regen, you generally want recharge, recharge, defense, and more recharge. In this case you have very little recharge, and not that much defense even if it's what you were focused on. It's nearly impossible to soft cap a Regen Scrapper, and doesn't appear to be worth the trade off in any case. What IS possible is to pick up Shadow Meld and cycle it and Moment of Glory to have on-demand soft-capped defense most of the time. And sticking with the general recommendation for a Regen, high recharge is what makes that possible.
Not that you want to spend all your time cycling high activation time powers, so you want a lot to back that up, and having higher smashing/lethal defense is probably a good plan. I agree with shooting for 32.5% smashing/lethal to be one purple away from the soft cap. It doesn't soft cap against all enemies, but certainly against a lot of them.
Doctored Wounds is probably your go-to set for Reconstruction and Dull Pain, and is probably usually five-slotted. With any sort of decent recharge bonuses, you should have perma Dull Pain, which isn't to say you hit it every time it's up, as that wastes the heal, but it is always either up and buffing you or available. At that point, we tend to not worry much about hit point bonuses, because they'll often just take you over the hit point cap and literally do you no good. They're nice while Dull Pain is down, as they give you a little more time to click on it, but not great, so we usually focus on other things.
And in case you weren't aware, you can only have five of any particular named set bonus. In your build, for instance, one of your 1.5% hit point bonuses doesn't count. You can see this by viewing active sets, and it'll highlight it in red. But you may know this, and just were after something else, as my builds sometimes have one or two over the cap bonuses. -
The part that ignores ED can be considered global recharge, yes. However, even the part affected by ED improves recharge some. Spiritual Core Paragon, for instance, is at least +32.25% recharge, more for powers that aren't already heavily recharge-enhanced.
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You can still "passively" regenerate awfully quickly on a high end Regen build by spamming Instant Healing and Rebirth. But I agree with Amy Amp that you may want to look at a Willpower Brute or Tanker. I think it'll be much closer to what you're after.
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Well, it's a build I'd play, but have decided against since I'm already playing something I consider at least as good or better. That's almost the same boat you're in here. And yeah, soloing the collection phase seems like the worst you face in practice, at least now that everyone knows you need to take out the adds in BAF before they get insane to hit.
On defense, what you may be missing is that the way we calculate survivability essentially seeks out weaknesses. Your weakness, if you aren't using Phase Shift for long periods, is when you cycle around to where Barrier is at 5% and both Moment of Glory and Shadow Meld are recharging. At that point you're just a low to moderate defense Regen - nothing horrible, but nothing great, and it drags the whole thing down. To a lesser extent, you have an issue with Shadow Meld and the +5% tail end of Barrier, which...
Oh, good grief, MY BAD. Somehow I'd gotten Combat Jumping toggled off. That had you shy of 59% defense when Shadow Meld was up and taking nearly twice as much damage as you'd actually take. So never mind about that. I'm in too much of a rush to go back and recalculate, but your numbers would be higher than I indicated. Sorry about that.
When the incarnate to hit was confirmed at 64%, it seemed like the majority were crying doom for the defense sets. I cried the opposite - the defense sets could easily (Super Reflexes) or not so easily (Shield Defense) get their defense to 59%. Super Reflexes and Shield Defense were going to be great against the incarnate content. It was the non-defensive sets that were going to suffer. This was my attempt to compensate for my Katana/Regen, though Katana is a bit of a cheat in terms of making any general point about the viability of the Regen secondary.
Also, I didn't anticipate just how many defense buffs were going to be flying around, making the 59% target a bit unnecessary, and making non-defense sets more viable than I expected.
For Super Reflexes, particularly without Aid Self, I'd probably build for 59% without Barrier, and then use Rebirth. -
Well, it's an interesting approach, and I don't mean "bad", just interesting, because it kind of works out. The build focuses on MELEE defense, which at first seems a little strange, but what it gives you is the ability to soft cap melee and lethal plus a little wiggle room with one Divine Avalanche. That's very nice to have, and is at least arguably nicer to have than, say, splitting that defensive bonus between ranged and AoE as would be my tendency. It'll also help you keep your DPS from suffering too much. It has the Achilles' Heel in the right place to help with DPS as well. Enzymes are very pricey, but the build won't suffer much if you instead toss in a Luck of the Gambler defense, or even a regular defense IO, or saved the slot to put somewhere else. Obliteration is also a bit pricey last I looked, but at least they aren't purples. It has a Kismet, which I definitely want to see since it doesn't have Tactics. Resilience is a good home for the Steadfast Protection.
It seems like it could stand some cleaning up. I'm guessing you could do better for the price, or lower the price without affecting performance. But it's not bad, and I'm not much of a budget builder, so I'm not sure how to approach it.